Same here. The second I updated and restarted the server no errors and 
players on it.


Steven Sumichrast schrieb:
> I just did an update to my Killing Floor Linux servers and they
> received a single binary file update (the ucc-bin-real file), and now
> my servers are not throwing that error about STEAMSTATS any longer.
> Looks like we're operational.
>
> On Mon, May 18, 2009 at 9:08 AM, John Gibson
> <j...@tripwireinteractive.com> wrote:
>   
>>>> I'll once again apologize for the headache this caused, and let you
>>>>         
>> know
>>     
>>>> this won't be done again.
>>>>
>>>> One final thing though, please please please do NOT do this:
>>>>
>>>> [ROFirstRun]
>>>> ROFirstRun=9999
>>>>
>>>> That will definitely cause problems in the future as that setting is
>>>> used by the engine not only to update ini settings but also do some
>>>> other things behind the scene in the engine when versions change.
>>>> Messing with that number will almost certainly cause with a server at
>>>> some point when we update in the future.
>>>>         
>>> Unfortunately from a GSP point of view its the only way to ensure that
>>> future updates dont break things. If you want to discuss this off list
>>> give me a shout, but suffice to say we had exactly the same issues with
>>> Epic's UT3 and in the end they understood the issue and provided a few
>>> nice command line options to prevent this "auto upgrade" and other
>>> things breaking in a commercial environment.
>>>       
>> If you don't want the first autoupdate to run, set your ini like this:
>>
>> [ROFirstRun]
>> ROFirstRun=1085
>>
>> 1085 is the current version with the one time force update for the inis,
>> so anything greater than 1084 will never get force updated. Having
>> worked with UE3 I'll say that the ini system is completely different. In
>> UE2.5, if you update the default.ini the game.ini will not get updated
>> unless it is deleted. In UE3 if you update the default.ini, the game.ini
>> WILL get force updated with the new defaults.
>>
>> In the end it's your decision what you do with this value, but we won't
>> be able to support any issues you get from setting this to 9999. In
>> other words, change it at your own risk ;)
>>
>> Thanks,
>>
>> John Gibson
>> President
>> Tripwire Interactive LLC
>>
>> -----Original Message-----
>> From: hlds-boun...@list.valvesoftware.com
>> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Steven
>> Hartland
>> Sent: Sunday, May 17, 2009 8:24 PM
>> To: Half-Life dedicated Win32 server mailing list
>> Subject: Re: [hlds] Required Killing Floor Server Update Released
>>
>>
>> ----- Original Message -----
>> From: "John Gibson" <j...@tripwireinteractive.com>
>> To: "'Half-Life dedicated Win32 server mailing list'"
>> <h...@list.valvesoftware.com>
>> Sent: Sunday, May 17, 2009 11:16 PM
>> Subject: Re: [hlds] Required Killing Floor Server Update Released
>>
>>
>>     
>>> Thanks for the feedback Steven and I completely agree with you. This
>>>       
>> was
>>     
>>> a one time thing we did to address the issue we had with less
>>>       
>> proactive
>>     
>>> server hosts than yourself as well as an issue where a development
>>> version of the server's ini files got released before they were
>>>       
>> cleared
>>     
>>> for broad distribution. Essentially we had about 70% of the servers
>>>       
>> put
>>     
>>> up by server admins on the first day using the defaults (you know
>>>       
>> those
>>     
>>> servers that said "Killing Floor Server") that were incorrect. Fans
>>>       
>> were
>>     
>>> getting really angry that all the servers were Easy/Short.
>>>       
>> Understood, documenting the changes and making it clear how the updated
>> defaults are applied would be the best solution to this in that case :)
>>
>>     
>>> We do use an inherited config system, in a sense that KillingFloor.ini
>>> will always inherit its settings from Default.ini. The problem was,
>>>       
>> that
>>     
>>> while we were still testing the server builds, the non-final version
>>>       
>> of
>>     
>>> the server got shipped and announced to the HLDS list. Thus the
>>> Default.ini settings were wrong, and even if we updated the
>>>       
>> Default.ini
>>     
>>> (which we did), all the servers had already inherited the wrong
>>>       
>> settings
>>     
>>> (including some non gameplay changing settings that were causing
>>>       
>> servers
>>     
>>> to not show up right in the browser). And our inherited ini system
>>>       
>> will
>>     
>>> not override KillingFloor.ini unless an admin deletes it and starts
>>>       
>> over
>>     
>>> Thus we had to do the one time force update to get everyone up to the
>>> official release version of the ini settings in their Default.ini and
>>> KillingFloor.ini.
>>>       
>> I think your misunderstanding my use of inherited config system. I
>> believe
>> what your talking about there is a template system not an inherited
>> config
>> system, which is why you had the issue. In a true inherited config
>> system
>> you would only have the changes in the file the user edited so things
>> like
>> player count, server name etc.
>>
>> Don't get me wrong I know your just working with how the engine was
>> designed,
>> just pointing out some design changes in this area could make things
>> much
>> easier for you and for admins. As I'm sure you'll appreciate there is a
>> hell
>> of a lot of stuff in the current config which will never or should never
>> be
>> edited.
>>
>> If you up for a challenge I can give you a full spec / list of all the
>> issues
>> in the UE config system for the version your using.
>>
>>     
>>> I'll once again apologize for the headache this caused, and let you
>>>       
>> know
>>     
>>> this won't be done again.
>>>
>>> One final thing though, please please please do NOT do this:
>>>
>>> [ROFirstRun]
>>> ROFirstRun=9999
>>>
>>> That will definitely cause problems in the future as that setting is
>>> used by the engine not only to update ini settings but also do some
>>> other things behind the scene in the engine when versions change.
>>> Messing with that number will almost certainly cause with a server at
>>> some point when we update in the future.
>>>       
>> Unfortunately from a GSP point of view its the only way to ensure that
>> future updates dont break things. If you want to discuss this off list
>> give me a shout, but suffice to say we had exactly the same issues with
>> Epic's UT3 and in the end they understood the issue and provided a few
>> nice command line options to prevent this "auto upgrade" and other
>> things breaking in a commercial environment.
>>
>>    Regards
>>    Steve
>>
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